Aalto’s Devlog #11 / 1st November 2023 - 30th November 2023
Untitled Penguin Game (3/3)
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Iterating on the design of the tutorial level using Figma and Blender to build levels in Unreal.
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Developing the User Interface based on our previous playtests and defining the graphic elements of the game.
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Using Blender and Procreate to create illustrations and animations focusing on tough enemies. Also developing a logo for the game
The game project course is the pivotal part of our degree. It consists in two game projects that will be developed in the span of three months. In this particular case, I joined a team as Game Artist, Animator and UI Designer. Nevertheless, everyone in the team will wear many hats during the development process. The game pitch that got selected was to create an action-adventure game featuring a penguin in an isometric world. The game will tell a story about growth, while keeping combat and exploration mechanics.
Game Project I
About the Course
Fu Wei, Nuutti Nykänen, Fatemeh Amereh, Jami Liang, Hedi (Moonatic), Esther Calderón, Néstor Feijoo Melián.
Team
Tools
Unreal Engine, Blender, Figma, Adobe Suite, Procreate
01
Prototype Iteration
During the following weeks we tested our initial prototypes with many users. The goal of our test was to use the feedback from the players to iterate on the design of the level. It was of outmost importance to understand the problems that our player’s were facing because this is a level designed to teach you how to play the game. To iterate fast in this tutorial area, I came out with a method to produce complex 3D levels in a simple way. First, I created a 2D vector file using 3x3 tiles in Figma; then, I imported and extruded this vector in Blender and imported it into Unreal Engine. The last part of the process was to add details like ramps, actors, interactive elements and so on. This method also helped in creating precise invisible walls in a short amount of time.
Figma: SVG level design layout
Unreal: Adding actors and obstacles
Blender: Extrusion of the level and invisible walls
Unreal: Polished level
Nöki: Title screen
Menu: Game paused
Dialogue: Ancestor
UI Design
With our levels and gameplay elements defined, I developed the User Interface of our game to fit our player’s needs and to be aligned into the visual tone of our game. The “ice shards” became the main concept for the development of the graphics and I used cold tones contrasted with orange and red.
02
Loading Screen: Chapter One
Ability: New skill tutorial
Combat: Health and combat states
Sculpting: Placing a ramp
Assets: Guides, buttons, indicators and text boxes
The personality brought by the animation, inspired me to create illustrations depicting key moments of our game. I illustrated these while waiting for the animation renders to process, as a visual way of expressing the feelings that our game aims to transmit.
Game Art
03
Illustration: Penguin Magic
Drawing timelapse: Penguin Magic
Reference scene made in Blender
More from Aalto’s Devlog:
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Untitled Penguin Game (1/3)
Period 2 - Game Project I
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Airplane control and procedural map in Unity with C#
Period 1 - Software Studies for Game Designers
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Game Jam: Mamapato
Period 0 - Introductory Game Jam